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Everything posted by Jacke
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Thank you everyone for your kind words. Alty was short for @Altoholic_Monkey, which may have been was her handle on the pre-Shutdown forums. Repeat Offenders is running on Homecoming much as we did pre-Shutdown. Global channel is "Repeat Offenders". Mostly on the Everlasting Shard. Your characterization of RO is spot on, as it was pre-Shutdown and as it is now. There's usually always someone from RO on and in the channel. The active members are the ones who chat more often. 😺
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With the appropriate soundtrack.
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What would you do if you were a DEV?! (Fun Ideas Talks)
Jacke replied to SSR's topic in General Discussion
Market-Garden was just such an unusual move for Field Marshal Montgomery. He was a deliberate commander and it was a go-for-broke operation. 1944 August into September was such a weird time on the Western Front with the collapse of the German forces in France. The Airborne troops kept planning for ops that got cancelled because the rapidly moving front overran the drop zones. Market-Garden was the one that finally executed because the front was stabilising. Monty was involved in the planning (with some interpersonal fireworks). The weakest thing there was depending on a single logistical axis for a full British Army Corps and 3 landed Airborne Divisions. Monty had correctly widened the original Overlord invasion front, but that was done in 1943 (I think), while Market-Garden was being planned while forces were in motion and broadening the operation front would have been very hard, especially when the logistical needs of all Allied forces in NW Europe were still coming over the Overlord invasion beaches. (The stopping of some formations just at the northern side of Antwerp and not pushing north to cut off the north bank of the Scheldt from receiving German reinforcements was tragic. It would be dealt with later by Canadian troops at much cost.) EDIT: One point I overlooked is the responsibility of a commander for the forces subordinate to them. They are ultimately responsible for their successes and failures. From this, Monty was responsible for the failure of Market-Garden. What he could have done to improve the planning: Encourage planning in reality. There was too much of assuming since the German forces had collapsed and retreated in August, this would continue well into September. Careful attention to intelligence would have revealed that the German forces were now regrouping and fortifying their line. In light of that, the needed rate of advance of 30 Corps to relieve the British 1st Airborne Division north of the Nederrijn before begin overwhelmed was too high. Pay attention to intelligence gathered, even if uncertain. Signs of German armour in the Arnhem area (due to the refitting German SS Panzer 9th and 10th Divisions (who even understrength would be a major factor that helped doom the 1st Airborne Division) was disregarded by some. Taken seriously, there could have been better selection of equipment to bring in the first drop, including more anti-tank weapons. Also the presence of elite German Paratroopers in the defences along the Highway if recognised would have warned clearing the route was going to be challenging and slower. The objective of British 1st Airborne was to secure the bridges over Nederrijn in Arnhem and nearby. The drop zones chosen for both the first drop and later reinforcements and resupply were all too far from these objectives. They could and should have been positioned closer. Similarly, the drop zones of the U.S. 82nd Airborne Division were slightly too far from the bridges over the Waal near Nijmegen. As well, forces were not directed towards those bridges as early as they should have been. There was a lot of concern about German reinforcements from the east into the forested high ground dominating the area. This threat didn't actually happen during the battle. Better pre-op and post-drop reconnaissance and allocation of forces after the first drop would have better show this threat to not be significant as well as move troops towards the Division's objectives sooner. And likely more details I can't recall. Even with better and more thorough efforts by Monty and the staffs of 1st Allied Airborne Army and 30 Corps before and during the op, it is still likely it would have still been more or less a failure. But maybe the chance for success could have been improved. EDIT: With the responsibility of command, Monty was at fault for the failure of Market-Garden. But beyond that, his immediate decisions weren't the ones causing the issues that lead to failure. But as explained above, he could have also acted to improve the chance of success. I think the one person who can't and shouldn't carry the blame for the failures of Market-Garden was Monty (for other decisions at the time is another matter). There was pressure to employ the First Allied Airborne Army. Monty proposed the operation and was deeply involved in the planning, but wasn't directly commanding. All of the failures in the run up to Sept 17th and the start were done by others, as were those during the operation. I don't think Monty stepped in when things started coming apart, but there wasn't much anyone could do except what was done by the commanders on the ground, including at the end extracting what troops were north of the Nederrijn that could be ferried overnight. The salient was held, which was questionable, but the Germans attacked the forces there and were repulsed with heavy casualties. It'll be one of those If-only battles in military history. The greatest weakest may have not be the bridges but the ground, which is supposed to be a major requirement in reconnaissance and planning. The ground between the 2 northernmost rivers, the Nederrijn and the Waal (both branches of the Rhine as well as taking in waters from other rivers) is all polder, ground recovered by the Dutch, low lying, and at the time rather boggy. That made the road between those two rivers a long defile but exposed to observation and fire as the road was elevated. As much as the bridges, but even moreso, it had to be seized before many opposing troops had a chance to occupy positions. Market-Garden may have been doomed from start. But if only.... -
I like the Dual Inspirations because they pack 2 buffs into 1. The non-Team ones are stronger than the same tier Team ones. Tend to prefer the non-Team ones, but in certain cases, the Team loading up on Team Inspirations (Dual and otherwise) can really buff the Team for those difficult minutes.
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What would you do if you were a DEV?! (Fun Ideas Talks)
Jacke replied to SSR's topic in General Discussion
Paragon Studios was thinking about it (did some IP / domain name registrations, I think). Proposed it to NCsoft. Turned down. Later, got Shutdown. Also, I think developing a whole new MMO by the Homecoming team: Is outside the scope of the licence they have from NCsoft. Is beyond the volunteer time and skills of the team. They can evolve an existing game. But going for new is just a Bridge Too Far (and look up Operation Market-Garden to see what happens then). -
What would you do if you were a DEV?! (Fun Ideas Talks)
Jacke replied to SSR's topic in General Discussion
"My name is Hans. And this is my brother Franz. And this is our sister Heidi. And we're going to PUMP you UP!" -
On Saturday, April 26th, 2025, Repeat Offenders will hold a wake for Alty, celebrating her life with RO. This post is a copy of one on the RO forums that can be read without an RO forums login. https://www.repeat-offenders.net/forum/topic/20488-wake-for-alty-2025-april-26-saturday-everlasting-echo-galaxy-city-check-1st-post-for-timings/ Pass on this message to as many Repeat Offenders and long time City Players as you can reach. The wake will be on the Everlasting Shard, where Alty spent most of her time on Homecoming. The wake will be in Echo: Galaxy City, in the courtyard in front of the Freedom Corp HQ, where Back Alley Brawler used to stand. The date is the week after Easter. This puts it well clear of any Time Zone changes to/from Daylight Saving / Summer Time in all Time Zones. Timing is challenging, as there are RO members at least across North America, Europe, Australia, and New Zealand. The wake will start between 22h00 UTC and 22h15 UTC. Around the world, that'll be: North America PDT 15h00 North America EDT 18h00 Europe UK BST 23h00 The following Time Zones will be early on Sunday, April 27th, 2005. Europe CEST 00h00 Australia Perth AWST 06h00 Australia Melbourne AEST 08h00 New Zealand NZST 10h00 Please join Repeat Offenders as we celebrate our beloved leader.
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The Daggers are -Regen. -Regen and -Res are two vital debuffs that when strong enough make the difference between not defeating some AVs/GMs and defeating them. Sometimes, -Def debuffs are needed too. My 2 Rules of Thumb to using Pets effectively in City, ie. get their final ToHit on +3 Level mobs (which the Pets see as +4 Level) to 95% or close, after digging through the actual numbers and preferring not to do that again. This is because the vast majority of Pets don't benefit from the Caster's Global Buffs (like +ToHit, +Acc, +Dam, or Incarnate Level Shifts). This is a huge bug in MRB, so big it is effectively unfixable. The Pet Summon Power needs to be slotted with ED-capped Acc (94% and up). If the Pet has critical Powers that have less than 1.2 Base Accuracy (have to look up the Pet in CoD2 to be sure), the Caster needs Tactics, even just the base Slot, even weak Mastermind Tactics. Or -Def applied to the targeted mob. That's when -Def debuff is vital. Normally for a Toon, can use IO set bonuses to get that final ToHit on +3L mobs to 95% without -Def debuffs. But for making Pets work their best, that -Def makes the difference. I just made a build for a Traps/AR Defender and didn't want to include Leadership, so no Tactics. Many of the debuff Powers use Pseudopets, so that matters to them. The T1 Power for AR is Burst: On a hit, it applies a -12.5% Def debuff for 8s. Which can make sure Acid Grenade gets a hit to apply more -Def and -Res.
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That's what happens in Hard Mode TFs and some particularly difficult groups. They have a lot of debuffs and stack them. Worse case can see a Toon--even a Tanker--see its Defense and Resistances floored. And don't last long. As for Buffs, one good example is the RO Supergroup Green Machine, which stacks Empathy Toons. Get 8 of them on a Team and they just chew through any group of mobs.
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As others have pointed out, using a full set of Knockback IOs is rare. (Except in cases like setting up for Bowling Hellions in Atlas Park. 😺) One case (maybe) of a full set of Sudden Acceleration being useful is making sure to KD a hard AV at +4 or worse. The 5 IOs boost the KB to high levels, then the KB>KD IO turns that into a KB of under 1.0, which is a KD. (There's also KU, some Power send the mobs up, and now in some newer and changed powers Vectored KB, which can be pointed Up, Down, or wherever the Dev in charge wants (but usually Up or Down).) There's KB Protection, which reduces the KB that affects a target (maybe your Toon) by subtracting from the KB Mag, eventually removing it. There's also KB Resistance, which multiplies to reduce KB Mag. Tough targets have both, so maybe that full set of Sudden Acceleration is useful...? I wouldn't do it, too situational. There's also another fiddly bit that can affect some KB Powers KB effects, the dreaded ReduceIfKD tag. Here's the Power from Blaster's Epic Pool Force Mastery, Repulsion Field: https://cod.uberguy.net/html/power.html?power=epic.force_mastery.repulsion_field&at=blaster Note this effect: Globe (PvE and PvP) 110% (will show why below) Yellow Tag (ReduceIfKD oh noahs!) Mag +4.985 to Knockback (all affected targets) for 0.5s Click on the Yellow Tag "ReduceIfKD" and get this page: https://cod.uberguy.net/html/tags.html?tag=reduceifkd&q=affects That listed the 3 IOs that provide a KB>KD effect if slotted into a Power that has KB. And there's a link to the Powers that have effects with that tag: https://cod.uberguy.net/html/tags.html?tag=reduceifkd&q=bears A whole lot of Powers. What happens to those Powers. Those KB effects tagged with ReduceIfKD, if they have that one of the IO that do KB>KD, get the % chance dropped by 100%. So that 110% chance of KB on Repulsion Field, gets reduced to a 10% chance to KD. How often? I'm not sure. It could be the Activate Time of the Power (for Repulsion Field, 0.5s), which hurts but may still work. But I think the vast majority of those checks for Auto Powers and Toggle Powers are only done every 10s (but this may only apply to PPM Procs, not sure). Which completely nerfs the KD. 10% chance every 10s ?!? So those very useful KB>KD IOs will change how often some Powers actually does do KB/KD.
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They are not useless. seeing the most common extreme Purple Patch reduction (to +3 Level targets) is to 65%, ie. loss of 35%. The rarer case of +4 Levels is 48%, a loss of 52%. What they are is situational. The more HP a target has, the more they impact play. A minion is still likely to drop after a few attacks one way or another. But the effect on say the worst case, a +4 Reichsman (which is +3 to Team members with at least a T3 Alpha boost but still +4 Levels (maybe +5) to Pets and worse to many MM Henchmen), those -Res Debuffs can make the difference between a brutal long slog and impossibility. The 3 IOs that provide -Res, Def Debuff IO Achilles Heel special (3.5PPM -20% Res for 10s) https://cod.uberguy.net/html/power.html?power=boosts.crafted_achilles_heel_c.crafted_achilles_heel_c Targeted AoE IO Annihilation special (3.5PPM -12.5% Res for 10s) https://cod.uberguy.net/html/power.html?power=boosts.crafted_annihilation_f.crafted_annihilation_f PvP PBAoE IO Fury of the Gladiator special (3.5PPM -20% Res for 10s) https://cod.uberguy.net/html/power.html?power=boosts.crafted_fury_of_the_gladiator_f.crafted_fury_of_the_gladiator_f all just replace when an application of the exact same IO with a -Res Debuff is applied, putting the duration back to 10s. But that's 3 different effects that applied and will stack, if there's enough of them in use on a single Toon or a Team or League. So the usual Purple Patch of +3L means -20% and -12.5% get reduced to -13% and -8.125%. Assuming maybe a 50% Uptime, that's effectively -6.5% and -4.0625%. So weak on weak targets, but something on bigger bags of HP. Also all 3 IO's can stack. And the effect is as if that % was a multiplicative boost of Damage after and outside of the Enhancement System. And that's just the -Res on 3 special IOs. The bigger Power -Res debuffs still get hit with the reduction to 65% by Purple Patch, but these often start larger and can have greater Uptime, My Rules of Thumb here: Rarely use the -Res IOs unless they don't hurt getting IO set bonuses or the particular bonuses lost aren't needed that much. Always look out for and use -Res Powers especially the ones that can have high Uptime and on harder targets.
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They are. From https://homecoming.wiki/wiki/Purple_Patch : > These modifers apply to almost everything in combat: Debuff strength, Mez duration, Knockback magnitude, and Damage are all affected. and > A character's chance to hit is not directly affected by the combat modifiers, above. While Defense debuffs applied to the target affect chance to hit and are subject to the purple patch, and ToHit debuffs applied to the player affect chance to hit and are also subject to the purple patch, a character's base hit chance follows a different formula. (I can confirm this with the devs too.) To find the effective Resistance debuff, apply the appropriate Purple Patch multiplicative modifier. That -Res debuff, because -Res is resisted by Resistance,, effective becomes a multiplier on Damage outside of the Enhancement System. Example: A Boss target is also at +3 Levels. The +3 Levels is the only thing that matters in this case, not the being a Boss. That means debuffs are cut to 65% Magnitude. Say a -10% Res debuff is applied. Purple Patch changes that to -6.5%. Then the effects of the target's Resistances mean that effectively becomes a +6.5% Damage increase (after and outside of the Enhancement System). If that debuff was only to SL Damage, only SL Damage is increased.
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4) Call the Sandmen to take care of the runners for you? 😺
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I've tinkered and changed the builds of my most active Toons many times. (Also, there's a max of 6 available from the 3 Blue-side and 3 Red-side Respec Trials, 5 I think while levelling.) I've not even done new builds and respec'ed all my Toons affected by the Power Level Available changes in (I think) i27p5. And then there's at least a few changes in every Page that means I should at least review some of the current builds, perhaps do rebuilds and then respecs. Which could mean changing the Trays layout on several (screenshots after). Example: My main is an AR/Devices Blaster, of which I have...4 copies (1 each Primal and Praetorian, on both the CB and HC Shards), with the Primal Toons being L50 and having 3 builds. There's also my BR/Devices Blasters (1 each for CB and HC) that need a new build because the change is taking a Devices Power I previously skipped. Thus I'm in the middle of a minor revision--which though just swapping 1 Power for another, also needs changing the Levels at which a couple of Powers are taken and a redesign of the Trays layout. Turning into a major project. That's 10 potential respecs. Fortunately, 1 of them is for a Toon of a very low Level that doesn't need to respec, so down to 9. 3 of those remaining respecs are very simple. But 6 are very involved. Yesterday, I did the 4 needed on the CB Shard which also covered the Trays layout changes, so the 5 I need to do on HC (despite 3 of them for a L50 build) should go much faster. That's 1 minor change that just happened to affect many builds. It's why it would be nice to get an improved respec system, especially for simple changes. (But that may be technically very hard or impossible.)
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On Monday, January 27th, the beloved leader of Repeat Offenders passed away. EDIT: Wake timings in this post below: https://forums.homecomingservers.com/topic/56573-remembering-alty/#findComment-716151 EDIT: Wake details in this post below: https://forums.homecomingservers.com/topic/56573-remembering-alty/#findComment-719137 Fellow City of Heroes Players: It is with a heavy heart that I must inform you of the passing of Repeat Offenders' beloved leader, @Alty, Stacie Pinkett. RO member @Ceejer had located her death notice. RIP Stacie Pinkett (1970 December 22 Tuesday -- 2025 January 27 Monday) https://www.hollywoodlanews.com/stacie-pinkett-dead/ Alty was pivatol in the first generation of Repeat Offenders. In August 2005, she and others brought together their Supergroups to create this beautiful coalition to enjoy City of Heroes even more. To have friends to share play and thoughts and dreams and laughter. I've know Alty since I joined RO in 2006. So much life. She loved City of Heroes, loved the great and small details of this other life that is a vital part of our experience. She helped make RO a wonderful community within our greater and marvelous City. After Shutdown, Alty was critical in keep RO going. She assisted many to connect to Homecoming in a City of Heroes Renaissance. She worked to make this renewed City a new home for us all. Gone now, we remember. Alty was a part of all RO is. She loved this game. It gave her a place to make her mark, to help in little ways and grand ones. Life always ends too soon. As we feel the sorrow of her absence, we should remember the love and joy Alty shared with us all.
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What would you do if you were a DEV?! (Fun Ideas Talks)
Jacke replied to SSR's topic in General Discussion
Herm.... Now I'm thinkin' this may be the start of a 1970's Paragon City...Task Force, Echo Zone, something? Music from Funk to Disco, it's the time I really am fond of and because I was young, just didn't get enough of. I'm also imagining Back Alley Brawler in some cool threads with a huge afro. A Back Alley Brawler Time-Traveling Task Force? Dang! 😺 -
What would you do if you were a DEV?! (Fun Ideas Talks)
Jacke replied to SSR's topic in General Discussion
It would be so...on-brand for Sister Solaris. She currently may not move as far as Becky nor need to navigate as complex maps, but she works her hardest to avoid that altar! 😺 Maybe someday.... Thanks for all you've done and are going to do for our City, Cobalt! -
What would you do if you were a DEV?! (Fun Ideas Talks)
Jacke replied to SSR's topic in General Discussion
Seriously, I read through all the entries and found something good in each one. I also had other thoughts. Inspired by @BassAckwards, I thought of a different change: Thinking of Becky the Tarantula Mistress from the Dr. Aeon Strike Force: Add an option to launching the ITF to make Sister Solaris like the Becky of the ITF. Get Sister Solaris through the ITF, get the Best Foes Forever Badge. On April 1st, Becky and Sister Solaris swap Task Forces! Totally topsy-turvy taskings! (Two more Badges...?) @Cobalt Arachne, what do you think? 😺 And then.... Finally, a worthy opponent. @Darmian, that's far too good. (And I also agree on the missing First Ward/Night Ward maps.) Finally, CARP MELEE! Or is it Carp Blast? Or...Carp Assault! MUH HA HA HAAAA!!! YOU'RE TOO LATE! (Seriously, there are good ideas there.) In 2022 in Discord. AND 2024 here!!! (Copied here for your convenience.) I also thought of Mimes and copying Gang War, but you had the genius of COMBINING THEM! There can be only one outcome! TO THE LAB!!! GIANT MECHA CLOWN MASTERMIND!!! (Any one got the number for Toho Co.?) -
But what if it was one Extra Slot every 100 Vet Levels? Starting at VL100. A build normally has 67 Extra Slots to allocate. 24 Levelling Powers. Excluding Prestige Sprints, 7 Inherent Powers slottable (Brawl, Sprint, Rest, Swift, Hurdle, Health, Stamina). That's 24 + 7 = 31 Powers that can each take 5 Extra Slots. For 155 total Extra Slots. Less the normal 67 Extra Slots, that's 88 more Extra Slots. All Slottable Powers, 6 Slots each. When this baby hits 8800 Vet Levels, you're going to see some serious--hey! Wait a minute. Where do I remember 88 from? NOT THAT ONE! This one. 😺
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What would you do if you were a DEV?! (Fun Ideas Talks)
Jacke replied to SSR's topic in General Discussion
I'd push forward a patch for a Mastermind Primary in development. Not quite sure what to tweak. But we all know what that Powerset HAS to have for target reaction. 😺 -
I agree completely, @Snarky! What's more. what's all this about so many doors on one side?!? BUT a different number on the other side!?! It's crazy!!! How does 2 doors become 4?!? Or 3 become 4?!? Or 2?!? Hey!!! All things considered...
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Avengers: Doomsday - Full Cast Announcement
Jacke replied to ZacKing's topic in Comic, Hero & Villain Culture
Thanks for given all the parts! I knew a few, but was wondering about the others.... Welp, those are who they're announcing, to hype up the punters that this is going to be BIG! But I'm sure they're going to keep some under wraps, for future trailers. And hopefully to spring in the film! -
Well, it's not quite 6 LotG Global IOs, but you can get 6x +7.5% Recharge bonuses. Up to 10 in fact. Because bonuses from Global IOs, like the LotG Special, are counted separately from IO set bonuses for the Max-of-5 for a given numeric bonus. Example: A build with a Snipe Power and 5 Defense Powers. At least 5-slot the Snipe with Sting of the Manticore Snipe IO set. The 5-set bonus is...+7.5% Recharge bonus! And slot a LotG Special in each Defense Power! Voilà! 6x +7.5% Rechargbe bonuses!
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Please make MM upgrade powers passive
Jacke replied to Col. Kernel's topic in Suggestions & Feedback
How changing Henchmen Upgrades affect how Masterminds would interact with the game? I agree with what @gameboy1234 said, current Upgrades as click Powers is just busy work. There is no drawback to applying Upgrades except for the need for the Player to click the Powers. As I showed above, the way the current click-Power Upgrades work could be translated into passive-Power Upgrades. It's possible. All that matters is how much Dev and Tester time the change would take to be approved and tested to make sure the change was done correctly and Masterminds perform much as they are now. But without the Upgrade busy work. @gameboy1234 continued to point out how Masterminds struggle in the game due to depending so much on their Henchmen. As I've pointed out elsewhere, like the vast majority of Pets, Henchmen get NO benefit from the Global Buffs of the Mastermind, like +ToHit, +Acc, +Dam, and +Level. Even when the Mastermind has an Alpha Boost and Incarnate Powers aren't disabled, to Pets a +4 mission is +4 content. I have 2 rules I used to avoid needing to calculate every time: Slot Pet Summons Powers with ED-capped Acc enhancement. If critical Pet Powers have less than 1.2 base Accuracy, also needs Tactics or -Def debuff on the target Tactics is better because it will always apply, but needs a Pool Pick and 2 Power Picks. -Def debuff may not be on the target the Pet is attacking. Following these rules will at least get Pet Powers to or close to a final 95% chance to hit +4 targets. -
From memory (also on the "Rescue the Mystic" mission on several Toons), I think the Pillars of Ice and Flame always assign a Toon to the same contact out of a Blue-side Origin trio. In this case, Trevor Seaborn. I've never checked to see if the Toons' levelling contact was also Trevor Seaborn (if getting one of those trio as a contact wasn't completely missed), but I'd not be surprised it wasn't.